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  #37  
Old September 25th, 2021, 04:45 PM
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Re: [Pod 0] Glyph of Healing - Testing

Based off of the discussion about new glyph types, we need some way to change the Glyph of Healing, assuming these rules for the black glyphs in our box:
INVERSE GLYPHS
Inverse Glyphs have an active-side displaying their name and symbol and an inactive-side with the Inverse Glyph symbol on their back. While an Inverse Glyph's active-side is up, figures standing on that space grant the powers for that glyph as outlined below. While that Inverse Glyph's inactive-side is up, there are no special benefits for that space. When your figure lands on an active-side Inverse Glyph, it must stop. Note: A double-spaced figure must stop when its leading side moves onto an active-side Inverse Glyph.

At the beginning of each round of the game after the first one, flip every Inverse Glyph on the battlefield so that the opposite side is now up (so all active Inverse Glyphs become inactive, and all inactive ones become active). Scenarios will tell you what side to place each Inverse Glyph on to begin the game, or you can start them on either side when designing your own battlefields.
Temporary Glyphs don't jive super nicely with the above rules. We could always make it to where they can only be triggered during the active rounds, after which they are removed, but I don't love it. I'm also not a fan of a permanent Kelda of any form.

An idea could be to remove 1 wound from the figure on the glyph only, leaving it on the space for two rounds from now. Removing 1 wound from every hero you control might be too much healing and tip the game into frustrating levels, even if it only occurs every other round.
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  #38  
Old October 18th, 2021, 09:07 PM
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Re: [Pod 0] Glyph of Healing - Testing

I really liked removing one wound from each Hero, and it would be a shame not to have any temporary glyphs. That said, no, they unfortunately don't play well with these rules. I could see this one removing one wound from each Hero that steps onto it. That also means multiple Heroes could benefit from it during active rounds, if one moves off, or say Kursus' Sonic Fists crush someone despite the healing. I like the sound of that.


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Old October 20th, 2021, 12:00 AM
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Re: [Pod 0] Glyph of Healing - Testing

Hmm. Leaving it as a single-wound-healing spot per entry sounds pretty limited (assuming a max of three wounds healed per round in controller-style armies), but I feel like it might be open to some cheesy shenanigans with army compositions.

Nothing immediately comes to mind since figures need a way to exit the space outside of their turn, but the potential is there. The easiest way to remove that possibility would probably be to cap it to something along the effect of "only triggering once after each revealed numbered OM," but that's more or less new ground, I think. I'll try to think of any examples of figures that would be problematic with this sort of a change to see if it's actually something worth worrying about.
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Old October 20th, 2021, 06:37 PM
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Re: [Pod 0] Glyph of Healing - Testing

I don't think adding the complexity of revealing OMs is necessary. Uncapped, it maybe heals for two (over 3 turns: figure moves on heals 1, figure moves off, figure moves on heals 1) and this is only every-other-round. That said, see if you can come up with any figures that would break it, of course.


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Old September 4th, 2022, 11:21 AM
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Re: [Pod 0] Glyph of Healing - Testing

What if permanent and simply "At the end of the round, remove up to one wound marker from all friendly Heroes." Then it flips up, you have the whole round to fight over it, and then it heals all for 1 right before flipping down again?


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